我是创建游戏的新手,所以作为一种练习我目前正在做一个愚蠢的游戏。这个游戏有一个公文包,其中包含按钮(0-9)我想保存在数组中按下的数字的值。如果按下特定类型,我不确定如何使用触摸开始执行特定操作。 ButtonInput:
tinymce.init({
indent_use_margin: true,
indentation: 20,
的loadView():
class ButtonInput: SKSpriteNode{
var value: Int = 0
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
}
}
更新:
经过几个小时的研究后,我尝试了接触,我想出了这个:
let briefcase = ButtonInput(imageNamed: "briefcase")
let Button0 = ButtonInput(imageNamed: "Button0")
let Button1 = ButtonInput(imageNamed: "Button1")
let Button2 = ButtonInput(imageNamed: "Button2")
let Button3 = ButtonInput(imageNamed: "Button3")
let Button4 = ButtonInput(imageNamed: "Button4")
let Button5 = ButtonInput(imageNamed: "Button5")
let Button6 = ButtonInput(imageNamed: "Button6")
let Button7 = ButtonInput(imageNamed: "Button7")
let Button8 = ButtonInput(imageNamed: "Button8")
let Button9 = ButtonInput(imageNamed: "Button9")
Button0.value = 0
Button1.value = 1
Button2.value = 2
Button3.value = 3
Button4.value = 4
Button5.value = 5
Button6.value = 6
Button7.value = 7
Button8.value = 8
Button9.value = 9
答案 0 :(得分:0)
您应该在主板中创建按钮,并将它们连接到视图控制器。然后,您可以为连接的操作中的每个按钮编写func
希望这会有所帮助
答案 1 :(得分:0)
如果您使用SpriteKit,我会这样做:
import SpriteKit
var _button = [SKSpriteNode]()
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch in touches {
let location = touch.locationInNode(self)
if(self.nodeAtPoint(location).name != nil && self.nodeAtPoint().name != "enter") {
_array.append(self.nodeAtPoint(location).name)
}
}
}
func loadView() {
for(var i = 0; i < 10; i++) {
let tempButton = SKSpriteNode(imageNamed: "Button\(i)")
tempButton.position = CGPoint(x: yourValue, y: yourValue)
tempButton.size = CGSize(width: yourValue, height: yourValue)
tempButton.name = "\(i)"
temButton.zPosition = 2
_button.append(tempButton)
self.addChild(_button.last!)
}
}
如果游戏中没有其他SKSpriteNode,这将有效,因为在触摸开始时我假设所触摸的精灵有一个数字(0-9)。要解决此问题,您可以添加if语句以验证名称是否在0-9之间。
希望这有帮助!